Contributed by EDUCAUSE Learning Initiative, Games and Gaming, and Instructional Technologies

7 Things You Should Know About Wii

Added by the EDUCAUSE Librarian
Title:7 Things You Should Know About Wii (ID: ELI7039)
Origin:Contributed by EDUCAUSE Learning Initiative, 7 Things You Should Know (07/21/2008)
Type:Articles, Papers, and Reports
Abstract:

The Wii is a video game system that uses a wireless controller capable of sensing position and motion, allowing users to interact with the game applications through physical movements. The controller has captured the interest of academic researchers and hackers, who have used the technology to create applications such as a collaborative choreography tool and an inexpensive, interactive whiteboard. Wii technology is used as an input device in virtual worlds and as a training tool that allows learners to perform physical tasks in a digital, risk-free environment.

The "7 Things You Should Know About..." series from the EDUCAUSE Learning Initiative (ELI) provides concise information on emerging learning technologies. Each brief focuses on a single technology and describes what it is, where it is going, and why it matters to teaching and learning. Use these briefs for a no-jargon, quick overview of a topic and share them with time-pressed colleagues.

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ELI Innovations & Implementations—Mekong e-Sim: A Cross-Disciplinary Online Role-Play Simulation

Added by the EDUCAUSE Librarian
Title:ELI Innovations & Implementations—Mekong e-Sim: A Cross-Disciplinary Online Role-Play Simulation (ID: ELI5014)
Origin:Contributed by EDUCAUSE Learning Initiative (2006)
Type:Articles, Papers, and Reports
Abstract:Primarily developed by Australia's University of Adelaide and University of Technology, Sydney, the Mekong e-Sim is an online learning environment that immerses students in the complexities of authentic decision making, helping them develop the communication, collaboration, and leadership skills they will need for future success.
ELI's Innovations & Implementations series highlights innovative teaching, learning, and technology practices in higher education. Each Innovations & Implementations piece provides a practical overview of an innovation, focusing on its significance and implementation issues. Use Innovations & Implementations to explore innovative practices that might be of value to your institution.
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Simulations, Games, and Learning

Added by the EDUCAUSE Librarian
Title:Simulations, Games, and Learning (ID: ELI3004)
Author(s):Diana G. Oblinger (EDUCAUSE)
Origin:Contributed by EDUCAUSE Learning Initiative, White Papers (2006)
Type:Articles, Papers, and Reports
Abstract:

Exploring games and education is inherently controversial. Even the name implies games don't involve work. However, today's games are complex, require collaboration and strenuous time commitments, and involve developing values, insights, and new knowledge. They are immersive virtual worlds often augmented by complex communities of practice. In many ways, games have become complex learning systems.

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